# This is a comment. The game ignores lines starting with #. # We're defining a Device. Think of it as a new kind of prop you can place. # It will have a "Pressed" event (like a button) and a "OnStart" event (when the island loads). device Chaos_Button_Device: # These are "Editable Properties". They show up in the UEFN sidebar. # You can change them without touching code. Pressed: event() = event() # This is the event that fires when the button is pressed OnStart: event() = event() # This is the event that fires when the game starts # This is a Variable. It stores the state of our chaos. # IsChaosActive is a "Boolean" (True/False). IsChaosActive: bool = false # This is a Function. It’s our "Combo Move." # It takes no inputs and returns nothing. ActivateChaos() -> unit: # If chaos is already active, don't do it again. if IsChaosActive == true: return # Stop the function here. # Set the variable to true. Chaos is now ON. IsChaosActive = true # Get all players in the game. # This is like saying "Get all players in the match." all_players := GetPlayers() # Loop through each player. # Think of this like iterating through your squad list. for player in all_players: # Teleport each player to a specific location. # We're using a built-in function: SetLocation. # We'll teleport them to the top of the map (0, 0, 500). player.SetLocation(Vector(0, 0, 500)) # Spawn a storm zone at their location. # This is a simplified example. In real UEFN, you'd spawn a storm device. # For this tutorial, we'll just print a message to the debug log. Print("Chaos activated! Player teleported!") # Play a sound effect (optional, but fun). # PlaySound(ChaosSound) # Uncomment if you have a sound asset # This is the main logic. It connects the events to the functions. OnStart(): # When the island starts, we're ready. Print("Chaos Button is live.") Pressed(): # When the button is pressed, call our ActivateChaos function. ActivateChaos()